[FE8] Skill System v1.0 - 404 skills done, more on the way

If I had to make a suggestion as for how to handle Skill System in Builder, it would be to make one more revision that cuts some fat and adds a few unique skills in their place. Some entirely nonfunctional skills like Moonbow and Catch Em All have been in the patch for a long time, and ideally they could get replaced with unique concepts that are tricky to implement otherwise; Shade, Shade+, Gridmaster, and Double Lion come to mind.

That said, I’m not entirely knowing the logistics of reorganizing the entire patch around subtracting/replacing skills, and the idea of a rotation of skills going in and out of patches sounds pretty abysmal to develop for.

I think that’s the best place it could reasonably get to with the current tools (and the limited knowledge I have of them).

2 Likes

It’s the second time I’ve seen someone say Catch Em All doesn’t work… it used to work just fine, has there been any changes to the skill getter?
Or are you just assuming it does nothing?

Either way, please if you have anything to say about Builder, take it to the FEBuilder thread.

Catch Em All probably DOES work… But it’s nearly useless. Whoever has it activates all of their skills 100% of the time (thanks to Rightful Arch), which includes Miracle, so that unit cannot die in combat, or period, I think. Meaning that it almost has 0 uses save for being put on a boss you need to use a Nihil character on, or, I dunno, making a character that can cheese everything? Meanwhile, as mentioned before, cool, functioning skills that HAVE been added, such as Gridmaster and Double Lion, aren’t added in because we’ve already reached the 255 skill cap.

I’m not gonna add much, but what I suggest is pretty much what Genuine_Angus_B33F requested. That being said, if there is a way to change the patch so that the use can add and subtract skills, that would be appreciated.

Hello guys, another silly request, this comes from two people, lol, could we change savage blow from the current version (Damages enemies within two tiles of the attacker) to the heroes version? (damages enemies within two tiles of target) Or add a new skill.

If it is too hard don’t worry, I understand.

1 Like

The way you change which skills are included is very simple, just go to the skill_definitions.event file and set any skill you don’t want to 255, then set any skill you do want to a number other than 0 or 255, you just need to make sure to not make skills share a number (other than 255).

1 Like

It’s kinda barking up the wrong tree to be asking in the skill system thread for changes as to what the builder patch should include (that should be directed at 7743), as Leonarth said.

Sidenote, but Miracle is not a proc skill as implemented in Skill System, so it would not be affected by Rightful Arch.

1 Like

Yes, you use the Skill System buildfile, the method that the Skill System was originally made for and is continually developed with. Forcing this huge, modular project which is designed to be rebuilt and changed to your whims into a static patch is going to have unavoidable problems. Can it fit into a nice GUI now? I suppose, but you’re now chained to the GUI.
In choosing FEBuilder over buildfiles, one of the downsides you accept is that you lose control over what you can do, especially when it comes to the Skill System. If you complain after the fact… sorry? You chose your hacking method, and you should have considered this downside.
Can we in general not clog this thread with “The Skill System doesn’t do exactly what I want it to in FEBuilder?” so that bug reports, updates, and requests don’t get buried?

Yeah this could be pretty easy to implement: likely just shuffling a couple registers in the source for Savage Blow. Though, if this is going to be an addition to the Skill System master, it would likely be best to make a new skill.

6 Likes

I’d like to add onto this and say that you don’t have to use the big ‘install skill system’ button in FEBuilder. You can configure and install the skill system as it was intended, and then edit the resulting rom with FEBuilder. Does this method have disadvantages? Of course, you’re still forcing a square peg into a round hole. I imagine it would be tricky doing this with an in progress project, but there’s no reason that it’s impossible.

It all depends on how much you want it. If you really want to use FEBuilder to hack and have a customized skill system? Then figure out a way to do it that works for you. In the end it’s your romhack. It’s not 7743’s (as helpful as he is), or the skill system contributors’, or anyone else’s. If you want something, then either go and make it happen, or decide that it’s not worth the time investment and settle for what you’ve already got.

7 Likes

Is there a way to make usable skill scrolls or something similar using FEBuilder?

No one mentioned FEditor.

Im sorry I think I’m on drugs…

1 Like

So I edited the event file for definitions to swap out skills, but when I attempt to assemble through event assemble, I’m getting the following errors:
File: skill_definitions.event, Line: 382: Directive define requires range 1-2 parameters
File: skill_definitions.event, Line: 761: Directive define requires range 1-2 parameters
File: skill_definitions.event, Line: 964: Directive define requires range 1-2 parameters
File: skill_definitions.event, Line: 968: Directive define requires range 1-2 parameters

Any Idea what I’m messing up?

For refrence, I was attempting to swap out the arch skills, nice thighs, personality, d12, quantum, catch em all, the heroes death blow, curse void, dragon’s blood, moonbow, even and odd rhythm, tempest and the other biorhythm skill
and swap in the push skills, double lion, shade, skybreaker, indoor march, gridmaster, natural rush, keep up, poise, imbue, arcane blade, glacies, great shield, and resourcefulness

Could you please post what lines you did change? We can’t really help as well as we could without posting what exactly you’ve tried to do.
Looking at the errors themselves, it appears you’re using the wrong number of parameters for the Event Assembler #define code. Its usage is #define (definition) (optional value). In your case, you definitely want to define a value. For example, you would use something like: #define WaryFighterID 0x30 or whatever ID you want WaryFighterID to be.

the only values I changed were the 1-255 define values (ie, I turned the unused skills to 255 and put the new skills in id slots 50 107 109 121 125 126 127 129 131 132 144 145 146 147 149 151 240 248 249)

If you post the content of the file you changed it may be easier to help you out.

Summary

//Here you can choose which skills to install. You can only install up to 254, ranging from IDs 1 - 254. Make sure you don’t use the same ID more than once.
//To disable a skill, define it as 255.
//Skills are categorized broadly by where their effect is applied, in no particular order within each category.

//AI Skills

//Provoke: Enemies are more likely to target this unit.
//By Tequila
#define ProvokeID 6

//Shade: Enemies are less likely to target this unit.
//By Sme
#define ShadeID 249

//Shade+: Enemies will not target this unit.
//By Sme
#define ShadePlusID 255

//Aura Skills

//Anathema: -10 Avoid/Dodge to all enemies within 3 tiles.
//Author Unknown (Initial Commit)
#define AnathemaID 94

//Blood Tide: Atk and Hit +5 to adjacent allies.
//By Sme
#define BloodTideID 223

//Charisma: Grants +10 Hit/Avoid to all allies within three tiles.
//By Darrman
#define CharismaID 148

//Charm: Allies within 2 tiles deal +2 damage.
//Author Unknown (Initial Commit)
#define CharmID 55

//Daunt: -5 Hit and Crit to all enemy units in a 3-tile radius.
//By Sme
#define DauntID 222

//Demoiselle: Male allies within 2 tiles receive -2 damage.
//Author Unknown (Initial Commit)
#define DemoiselleID 51

//Drive Skills: Allies within 2 spaces receive +4 to their respective stat.
//By Sme
#define DriveStrID 211
#define DriveMagID 212
#define DriveSpdID 213
#define DriveDefID 214
#define DriveResID 215

//Focus: +10 Critical if there are no allies within 3 tiles.
//Author Unknown (Initial Commit)
#define FocusID 92

//Gentilhomme: Female allies within 2 tiles receive -2 damage.
//Author Unknown (Initial Commit)
#define GentilhommeID 52

//Hex: -15 avoid to all adjacent enemies.
//By Snakey1
#define HexID 186

//Infiltrator: If within 2 spaces of two or more enemies, gain +3 damage and +15% hit.
//By Datagne
#define InfiltratorID 200

//Inspiration: Allies within 2 tiles deal +2 damage and receive -2 damage.
//Author Unknown (Initial Commit)
#define InspirationID 54

//Intimidate: -10 Avoid to all enemies within 2 tiles.
//Author Unknown (Initial Commit)
#define IntimidateID 84

//Lily’s Poise: Adjacent allies gain +1/-3 damage dealt/received.
//Author Unknown (Initial Commit)
#define LilysPoiseID 95

//Malefic Aura: Enemies within 2 tiles receive +2 magic damage.
//Author Unknown (Initial Commit)
#define MaleficAuraID 53

//Night Tide: Def and Res +5 to adjacent allies.
//By Sme
#define NightTideID 225

//Solidarity: Critical and Critical Avoid +10 to adjacent allies.
//By SD9k
#define SolidarityID 154

//Spur Skills: Adjacent allies gain +4 to their respective stat.
//Author Unknown (Initial Commit)
#define SpurStrID 58
#define SpurMagID 59
#define SpurSpdID 60
#define SpurDefID 61
#define SpurResID 62

//Tantivy: +10 Hit/Avoid if there are no allies within 3 tiles.
//Author Unknown (Initial Commit)
#define TantivyID 91

//Up With Arch: Adjacent ally units gain might equal to half this unit’s might. (Only if name starts with “Arch”)
//Author Unknown (Initial Commit)
#define UpWithArchID 255
//Voice of Peace: Enemies within 2 tiles deal -2 damage.
//Author Unknown (Initial Commit)
#define VoiceOfPeaceID 56

//White Pool: Atk and AS +5 to adjacent allies.
//By Sme
#define WhitePoolID 224

//Debuff Skills

//Seal Skills: Debuff opponent’s stat by 6 after combat. (Recover 1/turn)
//Author Unknown (Initial Commit)
#define SealStrID 101
#define SealSklID 102
#define SealSpdID 103
#define SealLukID 104
#define SealDefID 105
#define SealResID 106
//By Snakey1
#define SealMagID 210

//Full Metal Body: This unit is immune to all the Seal skills.
//By Leonarth
#define FullMetalBodyID 177
#define FullmetalBodyID FullMetalBodyID //Alias

//Effectiveness Skills

//Nullify: Unit is protected from all effective attacks.
//By Tequila
#define NullifyID 64

//Slayer: Deal effective damage to monster units.
//By Tequila
#define SlayerID 44

//Skybreaker: Deal effective damage to flying units.
//By Sme
#define SkybreakerID 248

//Resourceful: Double effectiveness multiplier.
//By Sme
#define ResourcefulID 126

//EXP Skills

//Paragon: Experience gain is doubled.
//Author Unknown (Initial Commit)
#define ParagonID 65

//Void Curse: This unit gives no experience when defeated.
//By Sme
#define VoidCurseID 255
//Growth Skills

//Blossom: 2x growth rates, but 1/2 exp gain.
//By Sme
#define BlossomID 216

//Aptitude: +20% to all growth rates.
//By Sme
#define AptitudeID 217

//HP Restoration Skills

//Renewal: Restore 30% of max HP at the start of each turn.
//Author Unknown (Initial Commit)
#define RenewalID 49

//Amaterasu: Allies within 2 tiles recover 20% HP each turn.
//Author Unknown (Initial Commit)
#define AmaterasuID 57

//Camaraderie: Recover 10% HP each turn if there are allies within 2 tiles.
//Author Unknown (Initial Commit)
#define CamaraderieID 87

//Relief: Recover 20% HP each turn if there are no allies within 2 tiles.
//Author Unknown (Initial Commit)
#define ReliefID 90

//Bond: All allies within 3 tiles recover 10% HP each turn.
//Author Unknown (Initial Commit)
#define BondID 93

//Forager: Recover 20% HP each turn if on a Plain, Forest or Mountain.
//By Leonarth
#define ForagerID 176

//Imbue: Recover HP equal to Magic at the start of each turn.
//By Sme
#define ImbueID 255
//Movement Skills

//Acrobat: All traversable terrain costs 1 movement.
//By Tequila
#define AcrobatID 1

//Armor March: At start of turn, if unit is adjacent to an armor ally, unit and adjacent armor allies gain +2 Mov.
//By Leonarth
#define ArmorMarchID 174

//Pass: Can move through enemy units.
//By Tequila
#define PassID 2

//Keep Up: At start of turn, if unit is within 3 spaces of an ally with Canto or Canto+, unit gains +2 Mov.
//By Sme
#define KeepUpID 131//Indoor March: At start of turn, if unit is on indoor terrain, unit gains +2 Mov.
//By Sme
#define IndoorMarchID 127//Nature Rush: At start of turn, if unit is on natural terrain, unit gains +2 Mov.
//By Sme
#define NatureRushID 240

//Mug-Loading Skills

//Quantum Visage: Face changes every time it’s looked at.
//By Leonarth
#define RandomMugID 146

//Identity Problems: This unit can’t decide on a name or face.
//By Leonarth
#define IdentityProblemsID 147

//Post-Battle Skills

//Breath of Life: After attacking,allies in 2 tiles heal of 20% max HP.
//By circleseverywhere
#define BreathOfLifeID 139

//Canto: Can move again after certain actions.
//By Tequila
#define CantoID 11

//Canto+: Can move again after attacking and other actions.
//By Tequila
#define CantoPlusID 3

//Despoil: Obtain a Red Gem after attacking and defeating an enemy. (Luck % activation)
//Author Unknown (Initial Commit)
#define DespoilID 135

//Fury: +2 Atk/Spd/Def/Res. Unit takes 6 damage after combat.
//By circleseverywhere
#define FuryID 140

//Galeforce: Move again after attacking and defeating an enemy.
//Author Unknown (Initial Commit)
#define GaleforceID 48

//Lifetaker: Restore up to 25% HP after attacking and defeating an enemy.
//Author Unknown (Initial Commit)
#define LifetakerID 47

//Poison Strike: Deals damage equal to 20% of the enemy’s max HP after battle this unit initiates.
//By Snakey1
#define PoisonStrikeID 184

//Grisly Wound: Deals damage equal to 20% of the enemy’s max HP after every battle.
//By Snakey1
#define GrislyWoundID 185

//Powerstaff: Get another action after using a staff.
//By Sme
#define PowerstaffID 209

//Re-Move: Luck% chance to get another action at end of turn.
//By Sme
#define ReMoveID 208

//Savage Blow: After attacking, enemies within 2 tiles take 20% damage.
//By circleseverywhere
#define SavageBlowID 89

//Cultured: If unit attacks next to a unit with Nice Thighs, move again. -50 hit against units with Nice Thighs.
//By Sme
#define CulturedID 129
//Gridmaster: Movement skills do not end your action.
//By Sme
#define GridmasterID 255

//Pre-Battle Skills

//Axefaith: Axes can’t lose durability, and grants +Luck*1.5 Hit when wielding axes.
//By 2WB & Colorz
#define AxeFaithID 173
#define AxefaithID AxeFaithID //Alias

//Battle Veteran: Gain +1 damage and +5% Hit per 10 levels unit has.
//By Datagne
#define BattleVeteranID 192

//Blow Skills: Apply a stat bonus when initiating battle.
//By Rossendale
#define DuelistsBlowID 26
#define DeathBlowID 27
#define DartingBlowID 28
#define WardingBlowID 29
#define CertainBlowID 30
#define ArmoredBlowID 31
//By Darrman
#define HeroesDeathBlowID 255
//Breaker Skills: +50 Hit/Avo when enemy has the specified weapon type equipped.
//By Rossendale
#define SwordbreakerID 19
#define LancebreakerID 20
#define AxebreakerID 21
#define BowbreakerID 22
#define TomebreakerID 23

//Charge: Gain +1 damage for every two squares moved.
//By Datagne
#define ChargeID 199

//Critical Force: Base critical is Skl * 1.5.
//Author Unknown (Initial Commit)
#define CriticalForceID 117

//Killing Machine: Total critical rate is doubled.
//Author Unknown (Initial Commit)
#define KillingMachineID 116

//Crit Boost: +15 critical rate.
//Author Unknown (Initial Commit)
#define CritUpID 43
#define CritBoostID CritUpID //Alias

//Strong Riposte: When under attack, damage +3.
//Author Unknown (Initial Commit)
#define StrongRiposteID 112

//Patience: When under attack, avoid +10.
//Author Unknown (Initial Commit)
#define PatienceID 113

//Pursuit: When under attack, attack speed +2.
//Author Unknown (Initial Commit)
#define PursuitID 114

//Chivalry: When foe is at full HP, attack and def/res +2.
//Author Unknown (Initial Commit)
#define ChivalryID 118

//Pragmatic: When foe is not at full HP, attack +3 and def/res+1.
//Author Unknown (Initial Commit)
#define PragmaticID 119

//Defiant Avoid/Crit: When HP is 25% or lower, gain +30 Avoid or Crit.
//By Sme
#define DefiantAvoID 227
#define DefiantCritID 228

//Indoor/Outdoor Fighter: +10 Hit and Avo when fighting indoors/outdoors.
//By Sme
#define IndoorFighterID 241
#define OutdoorFighterID 242

//Elbow Room: +3 damage dealt when on open terrain.
//Author Unknown (Initial Commit)
#define ElbowRoomID 99

//Even/Odd Rhythm: +10 Hit and Avoid on even or odd numbered turns.
//Author Unknown (Initial Commit)
#define OddRhythmID 255#define EvenRhythmID 255
//Faire Skills: +4 damage when equipping a weapon of the specified type.
//Author Unknown (Initial Commit)
#define SwordfaireID 38
#define LancefaireID 39
#define AxefaireID 40
#define BowfaireID 41
#define TomefaireID 42

//Fiery Blood: +4 damage when HP is not at max.
//Author Unknown (Initial Commit)
#define FieryBloodID 98

//Fortune: This unit cannot be crit.
//By Sme
#define FortuneID 254

//Frenzy: For every 4 damage taken, +1 to damage dealt.
//By Tequila
#define FrenzyID 9

//Hawkeye: User will always hit the enemy.
//By SD9k
#define HawkeyeID 153

//Heavy Strikes: Add weapon weight to critical chance.
//By Datagne
#define HeavyStrikesID 198

//Holy Aura: Gain +1 damage, +5% hit, +5% avoid, +5% crit when using light.
//By Datagne
#define HolyAuraID 193

//Insight: Hit +20.
//By Sme
#define InsightID 220

//Knight Aspirant: When above 75% health, +2 damage, +15% avoid.
//By Datagne
#define KnightAspirantID 203

//Life and Death: +10 to damage dealt and taken.
//Author Unknown (Initial Commit)
#define LifeAndDeathID 81

//Light Weight: When holding three or less items, attack speed +3.
//Author Unknown (Initial Commit)
#define LightWeightID 115

//Loyalty: When within 2 spaces of a Lord, -3 damage taken, +15% hit.
//By Datagne
#define LoyaltyID 195

//Lucky Seven: +20 Hit and Avoid until the 7th turn.
//Author Unknown (Initial Commit)
#define LuckySevenID 130

//Mage Slayer: Gain +2 damage and +10% crit when facing magical enemies.
//By Datagne
#define MageSlayerID 202

//Natural Cover: -3 damage taken when on terrain with effects.
//Author Unknown (Initial Commit)
#define NaturalCoverID 100

//Opportunist: +4 damage if the foe cannot counter.
//By Tequila
#define OpportunistID 85

//Outrider: Take -1 damage and gain +3% crit per space moved.
//By Datagne
#define OutriderID 197

//Perfectionist: +15 Hit/Avoid when user’s HP is at maximum.
//By Zeta
#define PerfectionistID 190

//Prescience: When initiating battle, Hit and Avo +15.
//By Sme
#define PrescienceID 226

//Puissance: +3 Damage when the user’s Strength is higher than the enemy’s.
//By Zeta
#define PuissanceID 191

//Quick/Slow Burn: Hit and Avoid bonus increasing or decreasing each turn, maximum +15.
//Author Unknown (Initial Commit)
#define QuickBurnID 133
#define SlowBurnID 134

//Short Shield: Gain 6 defense against attacks recieved in melee.
//By Sme
#define ShortShieldID 237

//Silent Pride: Gain 2 damage and take -2 damage per 25% below max HP.
//By Datagne
#define SilentPrideID 194

//Stance Skills: Bonus to stats when defending.
//By Snakey1
#define BracingStanceID 155
#define DartingStanceID 156
#define FierceStanceID 157
#define KestrelStanceID 158
#define MirrorStanceID 159
#define ReadyStanceID 160
#define SteadyStanceID 161
#define SturdyStanceID 162
#define SwiftStanceID 163
#define WardingStanceID 164
#define SpectrumStanceID 165
//By Sme
#define AlertStanceID 244
#define AlertStancePlusID 245

//Thunderstorm: If weapon weight > enemy W. Weight, +2 dmg, +15% hit, +5% crit.
//By Datagne
#define ThunderstormID 196

//Tower Shield: Gain 6 defense against attacks recieved at range.
//By Sme
#define TowerShieldID 238

//Tower Shield+: Take no damage against attacks recieved at range.
//By Sme
#define TowerShieldPlusID 239

//Trample: +5 damage to unmounted units.
//By Tequila
#define TrampleID 86

//Vanity: Gain +2 Damage and +10 Hit when fighting enemy at 2 range.
//By Datagne
#define VanityID 201

//Vigilance: Avoid +20.
//By Sme
#define VigilanceID 221

//Wind Disciple: +10 Hit and Avoid when HP is not at max.
//Author Unknown (Initial Commit)
#define WindDiscipleID 111

//Wrath: If HP < 50%, +20 critical rate.
//Author Unknown (Initial Commit)
#define WrathID 34

//Quick Draw: +4 Damage when initiating battle.
//Author Unknown (Initial Commit)
#define QuickDrawID 110

// Arcane Blade: When initiating battle at 1 range: Add 3+(Mag/2) to Hit and Crit.
//By Zeta
#define ArcaneBladeID 255
//Blue Flame: Attack +2. When adjacent to an ally, Attack +4.
//By Sme
#define BlueFlameID 255

//Double Lion: All weapons are treated as brave.
//By Sme
#define DoubleLionID 125
//Thighdeology: If a unit within 3 tiles has Nice Thighs, gain +2 Attack and +20 Hit.
//By Sme
#define ThighdeologyID 132
//Thotslayer: +15 crit against units with Nice Thighs or Personality.
//By Sme
#define ThotslayerID 255

//Proc Skills

//Adept: Gain a consecutive attack. (Speed % activation)
//Author Unknown (Initial Commit)
#define AdeptID 10

//Aegis: Nullify a magic attack. (Skill % activation)
//Author Unknown (Initial Commit)
#define AegisID 24

//Aether: First strike absorbs HP, second strike negates defenses. (Skill/2 % activation)
//Author Unknown (Initial Commit)
#define AetherID 16

//Astra: 5 attacks at half damage. (Skill % activation)
//Author Unknown (Initial Commit)
#define AstraID 17

//Bane: Leave the opponent at 1 HP. (Skill/2 % activation)
//Author Unknown (Initial Commit)
#define BaneID 124

//Barricade: Damage taken is halved after first being struck.
//By Snakey1
#define BarricadeID 187

//Barricade+: In combat, damage recieved equals half of the damage when struck last.
//By Snakey1
#define BarricadePlusID 188

//Black Magic: Skill% chance to inflict a random status.
//By Tequila
#define BlackMagicID 169

//Colossus: Triples Strength. (Skill % activation)
//Author Unknown (Initial Commit)
#define ColossusID 67

//Corona: Negate enemy resistance. (Skill% activation)
//By Sme
#define CoronaID 246

//Counter: Reflect physical damage when attacked at 1-2 range.
//Author Unknown (Initial Commit)
#define CounterID 35

//Countermagic: Reflect magic damage when attacked at 1-2 range.
//Author Unknown (Initial Commit)
#define CounterMagicID 36

//Deadeye: Doubles hit rate. Skill% chance to inflict sleep.
//By Sme
#define DeadeyeID 252

//Devil’s Luck: Immune to Devil Reversal. Gives unit’s Devil Reversal to the enemy. (31-Luck % chance of Devil Reversal).
//By Leonarth
#define DevilsLuckID 181

//Devil’s Pact: Immune to Devil Reversal. Curses the enemy with Devil Reversal. (31-Luck % chance of Devil Reversal).
//By Leonarth
#define DevilsPactID 182

//Devil’s Whim: This unit is cursed, but the curse spreads to the enemy as well. (31-Luck % chance of Devil Reversal).
//By Leonarth
#define DevilsWhimID 183

//Down With Arch: If the hit lands, instantly kill the enemy unit. (Only if name starts with “Arch”)
#define DownWithArchID 255
//Dragon Fang: 1.5x damage. (Skill% activation)
//By Sme
#define DragonFangID 253

//Enrage: Inflict berserk status. (Skill% activation)
//By Sme
#define EnrageID 251

//Flare: Halve enemy resistance. (Skill% activation)
//By Sme
#define FlareID 247

//Foresight: Avoid the damage from enemy Critical Hits and Skill Activations.
//By Leonarth
#define ForesightID 172

//Ignis: Add Def/2 and Res/2 to damage dealt. (Skill % activation)
//Author Unknown (Initial Commit)
#define IgnisID 80

//Impale: Deal 4x damage. (Skill % activation)
//Author Unknown (Initial Commit)
#define ImpaleID 66

//Lethality: Instantly kill opponent. (Skill/2 % activation)
//Author Unknown (Initial Commit)
#define LethalityID 13

//Luna: Negates enemy defenses. (Skill % activation)
//Author Unknown (Initial Commit)
#define LunaID 14

//Miracle: Survive a lethal attack if HP > 50%.
//Author Unknown (Initial Commit)
#define MiracleID 37

//Moonbow: Enemy Def/Res is reduced by 25%. Charge: 2
//Author Unknown (Initial Commit)
#define MoonbowID 255
//Pavise: Nullify a physical attack. (Skill % activation)
//Author Unknown (Initial Commit)
#define PaviseID 25

//Petrify: Inflict stone status. (Skill% activation)
//By Sme
#define PetrifyID 250

//Sol: Restore damage dealt as HP. (Skill % activation)
//Author Unknown (Initial Commit)
#define SolID 15

//Sure Shot: A precision attack that always hits and does 1.5x damage. (Skill % activation)
//Author Unknown (Initial Commit)
#define SureShotID 5

//Corrosion: Decrease durability of enemy’s weapon by User’s level (Skill/2 % activation)
//By Sme
#define CorrosionID 255

//Glacies: Add unit’s Resistance to damage dealt. (Skill % activation)
//By Sme
#define GlaciesID 121

//Great Shield: Negate all damage. (Defense % activation)
//By Sme
#define GreatShieldID 255
//Vengeance: Add half of damage taken to damage dealt. (Skill % activation)
//By Sme
#define VengeanceID 255

//Range Skills

//Bow Range +1: Maximum range of equipped bows is increased.
//By Teraspark
#define BowRangeUpID 77

//Point Blank: Minimum range of equipped bows is set to 1.
//By Teraspark
#define PointBlankID 189

//Staff Savant: Maximum range of staves is increased by 1.
//By Teraspark
#define StaffSavantID 78

//Tome Range +1: Maximum range of equipped tome is increased.
//By Kirb
#define TomeRangeUpID 243

//Rounds Data Skills

//Armsthrift: Luck % chance to not consume weapon durability.
//Author Unknown (Initial Commit)
#define ArmsthriftID 120

//Dazzle: Opponents cannot counterattack this unit.
//By circleseverywhere
#define DazzleID 141

//Desperation: If HP < 50%, double attacks occur immediately.
#define DesperationID 33 //DONE by ??? (Initial Commit)

//Assassinate: When initiating battle at 1 range: +2 Damage, double attacks occur before counter.
//By Zeta
#define AssassinateID 255

//Stat Modifier Skills

//Defiant Skills: When HP is 25% or lower, gain +4 to the given stat.
//By Sme
#define DefiantStrID 229
#define DefiantMagID 230
#define DefiantSklID 231
#define DefiantSpdID 232
#define DefiantLckID 233
#define DefiantDefID 234
#define DefiantResID 235

//Resolve: When HP < 50%, gain 1.5x Str, Skl, & Spd.
//By Sme
#define ResolveID 219

//Fortress Defense: +5 Def, -3 Str/Mag
//By Leonarth
#define FortressDefenseID 170

//Fortress Resistance: 5 Res, -3 Str/Mag
//By Leonarth
#define FortressResistanceID 171

//Life and Death: Grants +5 Atk/Mag/Spd, -5 Def/Res.
//By Leonarth
#define HeroesLifeAndDeathID 150

//Push Skills: When HP is full, gain +5 to the given stat.
//By Sme
#define PushStrID 144
#define PushMagID 145#define PushSklID 146#define PushSpdID 147#define PushDefID 149#define PushResID 151
//Lull Skills: Negate the effects of a rally for the given stat.
//By Sme
#define LullStrID 255
#define LullMagID 255
#define LullSklID 255
#define LullSpdID 255
#define LullLckID 255
#define LullDefID 255
#define LullResID 255
#define LullSpectrumID 255

//Unit Menu Skills

//Rally Skills: +4 to specified stat to allies within 2 tiles.
//Author Unknown (Initial Commit)
#define RallyStrID 68
#define RallyMagID 69 //Requires Str/Mag Split
#define RallySklID 70
#define RallySpdID 71
#define RallyLukID 72
#define RallyDefID 73
#define RallyResID 74
#define RallyMovID 75
#define RallySpectrumID 76

//Capture: Capture an enemy after defeating it with reduced stats.
//By Tequila
#define CaptureID 168

//Dance: Refresh an ally unit to let them act again.
//By Sme
#define DanceID 46

//Gamble: A reckless attack with halved hit but doubled crit.
//Author Unknown (Initial Commit)
#define GambleID 108

//Lunge: Swap places with the opponent after combat. (No effect if Move is --)
//By Tequila
#define LungeID 83

//Mercy: Enemies are left with at least 1 HP.
//By Tequila
#define MercyID 8

//Summon: Can conjure a phantom soldier to fight alongside you.
//By Sme
#define SummonID 45

//Supply: This unit has access to the convoy.
//By Sme
#define SupplyID 143

//Shove: Allows unit to push other units one tile away.
//By StanH
#define ShoveID 122

//Smite: Allows unit to push other units two tiles away.
//By StanH
#define SmiteID 123

//Pivot: Allows unit to move to the opposite side of an adjacent ally.
//By StanH
#define PivotID 136 //DONE by StanH

//Reposition: Allows unit to pull an adjacent ally to its opposite side.
//By StanH
#define RepositionID 137

//Swap: Allows unit to swap positions with an adjacent ally.
//By StanH
#define SwapID 138

//Steal: Unit can steal items.
//By Tequila
#define StealID 166

//Steal+: Unit can steal unequipped weapons and staves if con>weight.
//By Tequila
#define StealPlusID 167

//Miscellaneous Skills

//Wary Fighter: Unit cannot double or be doubled.
//By Tequila
#define WaryFighterID 4

//Savior: Can rescue without penalties.
//Author Unknown (Initial Commit)
#define SaviorID 7

//Discipline: Weapon experience gains are doubled.
//Author Unknown (Initial Commit)
#define DisciplineID 18

//Vantage: If HP < 50%, strike first when attacked.
//Author Unknown (Initial Commit)
#define VantageID 32

//Vantage+: User always attacks first, even if attacked. Negates crits.
//By SD9k
#define VantagePlusID 152

//Nihil: Cancels the opponent’s skills in combat.
//Author Unknown (Initial Commit)
#define NihilID 63

//Live to Serve: When healing an ally, also heals self.
////Author Unknown (Initial Commit) & Leonarth
#define LiveToServeID 79

//Locktouch: Can open locks without keys or picks.
//By Kao
#define LockTouchID 82
#define LocktouchID LockTouchID //Alias

//Expertise: Reduce bonus damage from critical hits by 50%.
//Author Unknown (Initial Commit)
#define ExpertiseID 96

//Celerity: Movement +2.
//Author Unknown (Initial Commit)
#define CelerityID 97

//Dragon’s Blood: Unit is able to activate Dragon Veins.
//By Colorz
#define DragonsBloodID 255
//Hero: +30% skill activation rate when HP is below 50%.
//By Sme
#define HeroID 206

//Rightful King: +10% to Skill activation rate.
//Author Unknown (Initial Commit)
#define RightfulKingID 128

//Rightful God: +30% to Skill activation rate.
//Author Unknown (Initial Commit)
#define RightfulGodID 255
//Rightful Arch: Sets Skill activation rate to 100%.
//Author Unknown (Initial Commit)
#define RightfulArchID 255
//Triangle Adept: Doubles weapon triangle effects for this unit.
//By Tequila
#define TriAdeptID 142
#define TriangleAdeptID TriAdeptID //Alias

//Triangle Adept+: Doubles weapon triangle effects.
//By Sme
#define TriAdeptPlusID 255
#define TriangleAdeptPlusID TriAdeptPlusID //Alias

//Inspiring Tune: Refreshing a unit grants them +2 Pow/Def until the next turn.
//By Leonarth
#define VigorDanceID 175
#define InspiringTuneID 175 //Alias

//Liquid Ooze: Attackers trying to gain HP from attacking this unit lose it instead.
//By Leonarth
#define LiquidOozeID 178

//Shadowgift: Allows the user to use Dark Magic. (Uses highest Magic Rank)
//By Leonarth
#define ShadowgiftID 179

//Lumina: Allows the user to use Light Magic. (Uses highest Magic Rank)
//By Leonarth
#define LuminaID 180

//Discipline+: Weapon experience gains are doubled. Unit may S-Rank multiple weapon types.
//By Zeta
#define DisciplinePlusID 204

//Watchful: This unit cannot be captured or stolen from.
//By Sme
#define WatchfulID 205

//Boon: Cure bad status effects at the beginning of each turn.
//By Sme
#define BoonID 207

//Bargain: Halves prices in shops.
//By Sme
#define BargainID 236

//Poise: +1 Move. Negates enemy hit bonus from weapon triangle advantage.
//By Zeta
#define PoiseID 107
//Amische: This unit’s religion disallows them from using non-Iron weaponry.
//By Sme
#define AmischeID 255

//Biorhythm Skills: Double or halve biorhythm effects.
//By Sme
#define TempestID 255 //Requires Biorhythm
#define SerenityID 255//Requires Biorhythm

//Display-Only Skills

#define CunningID 12
#define NiceThighsID 50#define PersonalityID 109//Broken Skills

#define Roll12ID 255#define TraceID 255#define CatchEmAllID 255#define TriangleAttackID 255

///WIP Skills

#define ForeignPrincessID 88
#define QuickRiposteID 218
#define EclipseID 255
#define SkyguardID 255
#define HorseguardID 255
#define ArmorboostID 255
#define ArmorBoostID ArmorboostID //Alias
#define ChargePlusID 255
#define MoonlightID 255

I apologize if that is not what you meant

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That is correct, but when you’re posting large walls of text, try to put it in a spoiler
I think when you’re on desktop there’s a feature called “Hide Details”, hide the list so that the wall of text is only there for people who want to see it

Apologies. Thank you.

So any thoughts as to what I dun goofed? It’s probably a bit obvious, but I’m not 100% sure what I did wrong

We really only needed the relevant line numbers (the errors tell you exactly at what line something went wrong), but scrolling through, this caught my eye. Make sure each #define is on its own new line and that you’re using UTF-8 text encoding.
(For information, if you do want multiple EA commands on one line, separate them with semicolons.)

2 Likes